Brave becomes Fury (Version 1.02)Fury is essentially Brave, but with Faith's aspects. The higher your Fury, the higher damage you can deal and receive.The formula added at the end of all calculations is: (40+Caster_Fury)*(40+Target_Fury)*Total_Damage/10000Basically 72 Fury will make your hits will be at 112% strength as well as your damage received.Fury still keeps Brave's normal effects such as Move-Find Item and chance to activate reaction abilities.Bye Bye constant damage! Zodiac compatibility doesn't affect nearly as much as this anyway. (Alternatively you can download a .PPF of this Hack HERE)

Global C-Ev. (Version 2)All units will have 100% of their C-Evade calculated for the front, 50% for the sides and 25% for the back.

Incremental Jump RangeInstead of choosing the highest value of the learned jump ability for the horizontal/vertical ranges, instead they are added all together,meaning no one skill is ever going to be useless; it will always count towards your total horizontal/vertical range.You could have Horizontal +2, Horizontal +1, Horizontal + 1, together would be the equivalent of Horizontal +4.

Item required to use skills using the 'Materia Blade' booleanAllows you to change the Item ID that allows use of abilities using the 'Materia Blade' boolean set in FFTP.

Monster Skill is DisabledAll monsters can use their 4 skills as if Monster Skill never existed.(More info Available HERE)

Move-Find Item is Player OnlyAs the hack states, only the Player can pickup items with the Move-Find Item skill.(More info Available HERE)

Number of Maximum palettes that can be usedAllows you to increase the maximum amount of useable palettes to 8.NOTE: A crystal from palette 6 will crash the game and 6-8 use a glitchy palette for treasure/crystal/frog/chicken.

Propositions Hack 2.1Proposition Hack v2 with Gil Cost and the ability to abandon marks. By Xifanie (a bit of help from Pride's original hack)

This hack involves a few more steps than most and it should really only be used if you know what you are doing. This is the hack that is used for the 'Marks' System in Jot5.

This will allow you to unlock a Proposition based on Story Progress rather than Shop Progress. It also changes how propositions work.

First you will want to go to the propositions tab in FFTP. Since this hack changes Propositions to use Story Progress you'll have to either count out the entries to find the correct number or you can rename your shop progress to also include story progress, as I have in the picture here:

Once this is setup, you can check your game and upon reaching the set story progress, the Proposition should unlock in the Bar as normal. You will NOT be prompted to send out units or select an amount of days for the job. Instead you will be told the job details as normal (These are edited in section 2 of WLDMES.BIN) and you can choose to accept or decline. If you decline the listing remains posted. If you accept then the listing disappears and the variable for the Proposition is set to 2.The variables for Propositions with this hack work as follows:0 = Repeat 2 = Started, can call back4 = Completed

The next thing you would do would be to edit your worldmap conditions to include something like this on the location where you want the Mark/Proposition Event to take place:010066030200190013010100

What this breaks down to is: IF - Variable 366 = 2 - Run Event 113 - Agressively

NOTE: Variable 366 is the Variable for Envoy ship, Falcon one of the vanilla propositions, and is just an example here. Same with event 113, as it is what I chose to use for this example. Also, the 0100 - Agressively is when you step on a dot and it takes you to a battle, it does the swirl image thing, in comparison to having this set to 0200 - Calmly, which would be the fade out you'd get if you were instead being taken to a non battle cutscene.

So now, in this example, once you accept the job and walk onto the location you put the code on in the worldmap, the battle/scene will start.

VERY IMPORTANT: At the end of the scene or battle you also need to either change the Propositions variable to either 0 or 4. If you set it to 0, the Proposition will appear back in the Bar and can be repeated. If you set it to 4, the Proposition will be flagged as completed and a bravestory entry will be added to the bravestory. Make sure you don't leave the variable as 2, because the battle will repeat everytime you try to leave the dot on the map. Here's an example of what you'd want at the end of your event to mark the proposition as complete:ZERO(x0366)ADD(x0366,x0004)

You can also cancel a Proposition in case you want to pass a spot on the map due to a Proposition battle being too difficult or just wanting to put it off for later. Cancelled jobs will reappear the next time you enter the Bar.

Raise Palette LimitAllows use of all 8 palettes on Spritesheets.NOTE: A crystal from palette 6 will crash the game and 6-8 use a glitchy palette for treasure/crystal/frog/chicken.

Ramza (unit ID 01,02 and 03) can join as a Guest.Allows Ramza to join as a guest under normal guest joining conditions.

Remove forced slowdown for Math Skill (Skillset ID 0x15)Removes the slowdown associated with skillset x15, which is the Math Skillset in Vanilla.

Rumors use proposition spaceRumors use proposition completion notes slots based on town ID

Selling Items at 1/4 PriceSell items to the store at 1/4 the retail price.

Sets the title screen default option from 'New Game' to 'Continue'Pretty self explanatory. Use this ASM if you want the cursor to start on Continue rather than New Game when you start FFT.

Smart EncountersThis hack allows you to travel on the map, completely free of encounter.If you wish to battle at a certain location, select the given location, and your random battle is guaranteed there.(More info Available HERE)

Spell quotes always pop upSpell quotes will always pop up on spells that have quotes.

Undead Revival ChanceChance that undead units will revive once their death counter reaches 0 and 100CT.Examples:0% revive: 00005% revive: F999(More info Available HERE)

Weapon Strike Fix (Version 1)In FFTP, If the Blank Box under Hit Allies are checked for that ability as well as 'Weapon Strike'The ability will ignore the weapon's elemental and only take elemental damage from the ability.Else, it will stack the elemental damage from bothe the weapon and the ability.

Spreadsheet Hack Links & Descriptions

Abilities Hardcode Recode(Requires VBA)Allows you to edit which stat an ability increases/decreases, Which item type will be stolen/broken,and in general anything regarding abilities that is tied to them but not editable in FFTPatcher.*Not currently Available*

Alternate Animations(Requires VBA)Allows you to aside Human sprites and Monster sprite different animations for the same move.*Not currently Available*

Ability Requirement Hack 2.0(Requires VBA)Ability Requirement Hack 2.0 removes all tables and you are pretty much forced to ASM in the requirements that you want. It is, however, as friendly as possible for coding that I could think/manage inside of Excel's limitations.*Not currently Available, however you can find info HERE*

Guests in Randoms & Unit Restrictions(Requires VBA)This allows you to bring guests into random battles. There is an option to make them uncontrollable in said random battles.The restrictions don't only apply to guests; you can prevent any special character in your party to join the squad!

Learn Priority Hack(Requires VBA)Allows you to change the AI's priority for learning skills. *Not currently Available*

Skillset Behaviors(Previously known as "Generic Skillset Fix"; Requires VBA)Change the skillset to behave like another. For example: make Elemental behave as a regular skillset (Basic Skill)

Soldier Office Upgrade(Requires VBA)This hack allows you to set a price in the Soldier Office, and a unit will be generated given variables specified in the provided spreadsheet.It is highly customizable, and has been tested on console.

Synthesis Shop(Requires VBA)Turn the Fur Shop into a Synthesis Shop. Inspired by FFIX.

Xifanie's Tools

Arc GeneratorAn event tool that allows you to easily create perfect arcs for things like jumping and throwing items using Spritemove.

Camera HelperThis is an Excel 2007+ Workbook to help you create your Camera instructions.

Event Reorganizer(Requires VBA)Combines the Attack.out GUI, Conditions Sheet, Worldmap Sheet, and much more into one convenient, organized and easy to use tool*Not currently Available, however you can see a screenshot of the WIP HERE*

FFTP Helper(Requires VBA)This tool rips data from your FFT Image... then will give you loads of useful information:Which Effects are tied to which Ability, and a list of those that aren'tWhere Abilities are used (Skillset, Job Innate R/S/M, Weapon strike, Ability cast) and a list of the unused onesWhere Inflict Statuses are used (Abilities, Weapon strikes), and a list of those which aren't used on top of pointing out every duplicate entryWhich Item Attributes are tied to which Item, and a list of those which aren't used on top of pointing out every duplicate entry

Index Manager(Requires VBA)Allows you to change all the file links on the ISO, both read by the game and the CD Index, you can create, remove, move files and batch import and shit.Lots of awesome stuff, basically.*Not currently Available*

It's doable but it depends on what the data at these addresses are. They are probably pointers, but if they're the actual ASM instructions they just need to be disassembled to figure out what parts do what.

I haven't been able to wrap my head around these debuggers. Which one are you using? I really want to do something about the Mime, but I need better debugging/ASM skills to do it. Right now I'm stuck on just figuring out what address to place a break point at.

1: Notes and gameshark codes.The first part of GS codes are memory addresses themselves, if needed, change the first number to 8.

2: Memory Editor.Search for the value and save state when you do. Then I copy the area where I found the value at and search it in the savestate.It's also possible to subtract some value from the Memory searcher's address but I don't mess with huge numbers normally.

3: Hex Editor.I don't know for other versions, but with 1.11 (I don't use 1.13 as it is incompatible with my full game pack of savestates), offsets in the savestate file are 0x2B0 higher (0x2B0 and not 0x280). So just subtract 0x2B0 to convert the offset to a memory address and add 0x2B0 for the opposite.

And finally to find the code In the files, well I just copy and search a small block of instructions in the concerning files.

« Last Edit: December 31, 1969, 11:00:00 PM by Xifanie »

Modding version: PSX

Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)